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Please post in new thread [Skyrim] & [The Elder Scrolls]
If you set 'killmoverandom to 100', it sets the killing blow animation to occur 100% of the time, assuming all of the conditions for it are met.
The conditions, as far as I can tell with some experimenting, are:
1) Enemy must be the only hostile entity in an area around you. Even if other hostile mobs aren't aggroed to you, their presence will prevent you from performing the kill move.
2) Enemy must be within twice the damage threshold of your weapon.
3) Enemy must not be surrendering. If they submit and you attack them, you get no kill animation; so you've got to wait for them to recover.
4) Enemy must be aggroed to you.
...Having messed around with it, it's pretty obvious that it was tacked-on at the very last moment in development. There are very, very few kill animations, and that's probably why the conditions for seeing them are so restrictive.
Kind of a shame, because without them the combat is about as unsatisfying as the combat in Oblivion.
I'm making a magic dude for the first time and I'm gonna see about enchanting up some elven armor. Spellsword ho!
I wasn't impressed personally. No sneak attack damage means no one shots which just isn't nearly as fun to me as sneaking around one shotting everything in the head with arrows.
I think my next one is gonna be sword/shield. Can't decide between heavy and light armor but probably light. I have enough issues with carry weight as it is.
I wasn't impressed personally. No sneak attack damage means no one shots which just isn't nearly as fun to me as sneaking around one shotting everything in the head with arrows.
...What weaponry are you using?
I've found my old Archer + Sneak combination to be completely untenable in Skyrim. Even the standard bandit mobs can usually take 2-3 hits, including the sneak attack shot, with my Imperial bow shooting Steel arrows.
I've almost resigned myself to just re-rolling a new character because I can only kill bigger threats or bosses by abusing some AI or terrain exploit.
I wasn't impressed personally. No sneak attack damage means no one shots which just isn't nearly as fun to me as sneaking around one shotting everything in the head with arrows.
...What weaponry are you using?
I've found my old Archer + Sneak combination to be completely untenable in Skyrim. Even the standard bandit mobs can usually take 2-3 hits, including the sneak attack shot, with my Imperial bow shooting Steel arrows.
I've almost resigned myself to just re-rolling a new character because I can only kill bigger threats or bosses by abusing some AI or terrain exploit.
Wait until you start getting higher in the Archery skill levels. 2-3 shots is all it takes for everything not a dragon once: 1) you find or craft a decent bow; and 2) your Archery skill is high and you throw some perks in there.
Edit: And for anyone keeping score, I finally managed to take down that dragon. But not really. He was caroming through the air like a crazed bat, and a lucky shot brought him down to zero health... But he still was flapping around, just now with a greyed-out name. Ah well. Invincible enemy. I'm really happy about the 1.2 patch. Really making my game run smoothly.
I wasn't impressed personally. No sneak attack damage means no one shots which just isn't nearly as fun to me as sneaking around one shotting everything in the head with arrows.
...What weaponry are you using?
I've found my old Archer + Sneak combination to be completely untenable in Skyrim. Even the standard bandit mobs can usually take 2-3 hits, including the sneak attack shot, with my Imperial bow shooting Steel arrows.
I've almost resigned myself to just re-rolling a new character because I can only kill bigger threats or bosses by abusing some AI or terrain exploit.
Once your sneak gets high enough enemies can't see you even after you hit them, meaning it doesn't matter how many arrows it takes.
Before then, you can hit and run. Tricky outdoors, though.
I wasn't impressed personally. No sneak attack damage means no one shots which just isn't nearly as fun to me as sneaking around one shotting everything in the head with arrows.
...What weaponry are you using?
I've found my old Archer + Sneak combination to be completely untenable in Skyrim. Even the standard bandit mobs can usually take 2-3 hits, including the sneak attack shot, with my Imperial bow shooting Steel arrows.
I've almost resigned myself to just re-rolling a new character because I can only kill bigger threats or bosses by abusing some AI or terrain exploit.
Smithing got me by on my Imperial bows but once I got an Elven bow, let alone a glass bow+ranged sneak attack damage increase? It was game over and that's before I could even upgrade those bows via smithing.
0
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
If you set 'killmoverandom to 100', it sets the killing blow animation to occur 100% of the time, assuming all of the conditions for it are met.
The conditions, as far as I can tell with some experimenting, are:
1) Enemy must be the only hostile entity in an area around you. Even if other hostile mobs aren't aggroed to you, their presence will prevent you from performing the kill move.
2) Enemy must be within twice the damage threshold of your weapon.
3) Enemy must not be surrendering. If they submit and you attack them, you get no kill animation; so you've got to wait for them to recover.
4) Enemy must be aggroed to you.
...Having messed around with it, it's pretty obvious that it was tacked-on at the very last moment in development. There are very, very few kill animations, and that's probably why the conditions for seeing them are so restrictive.
Kind of a shame, because without them the combat is about as unsatisfying as the combat in Oblivion.
Now now, that's being a bit harsh
At least enemies react when you hit them now, and the camera moves when you swing your sword to give you some sense of heft and weight
Though yeah, there are a lot of things in the game that seem rather unfinished. Cooking, for example. And the economic system
At least enemies react when you hit them now, and the camera moves when you swing your sword to give you some sense of heft and weight
Yeah, the camera motion is nice, but I'm just not feeling this swordplay. I just alternate between M1 and M2, quaff pots as necessary, and it's me and a bunch of mobs doing swing animations with a bit of bloodspatter until somebody's red bar goes to 0.
And fuck all of this Goddamn plot armor. It's everywhere. Not quite as bad as Oblivion, but it's close.
Remember in Morrowind, when nobody had plot armor? You just got that message at the top of your screen:
"You just killed a plot-essential NPC. Congratulations, you're fucked."
I think the best would be a combination of two things. Make important, but not critical npcs take a knee and lose agro like a companion when they take enough damage to prevent them from being accidentally killed or killed when a dragon lands on the town or something. This would be pretty much all vendors and questgiving npcs. Then have a second layer of plot critical npcs like the greybeards who cannot be killed until their part in the main quest is done. Then if someone kills an important npc, they did it on purpose and I'll be able to kill the Black Briars finally.
They need to just add a vision mode type thing, that lets you look at a person and see if they are plot/quest relevant. Some sort of aura that only you can see because you are the chosen one.
I just want to offically hear from Bethesda they dropped the timer icons because they "broke immersion" so that if I never meet a Bethesda employee I will have justification to tap them on the nose with a rolled newspaper and shout "No!"
Also something better for vampirism, its just so lame now.
It should let you reach through ice sheets.
There are some NPCs that absolutely need plot armor simply because them dying would break way too much of everything. It's surprisingly easy to just walk up to Ulfric and beat him to submission, for example, even with his guards.
Also they should have gotten rid of speech. I feel bad saying that but the fact is that it doesn't really serve a purpose right now except to 1. get you a bit more money, which is useless and 2. A couple of times pass a check, but you can just bribe them most of the time anyway. Since there is no real way to raise speech up by specializing in it or grinding it you can't really make a suave character who talks their way out of problems anyway, so I think it is just a legacy mechanic at this point.
Also something better for vampirism, its just so lame now.
It should let you reach through ice sheets.
There are some NPCs that absolutely need plot armor simply because them dying would break way too much of everything. It's surprisingly easy to just walk up to Ulfric and beat him to submission, for example, even with his guards.
Yeah but not everyone does, like Maven Black Briar, and the thieves guild, I want to kill them, but alas cannot.
They need to just add a vision mode type thing, that lets you look at a person and see if they are plot/quest relevant. Some sort of aura that only you can see because you are the chosen one.
That way you can still kill them if you want.
^ This ^
Or, honestly, I'd be happy with the old Morrowind set-up. It's not like it's a big deal to reload from your last quicksave if your most recent murder spree accidentally broke the main quest arc.
Edit: Also something better for vampirism, its just so lame now.
YES PLZ
Also Lycanthrope, though at least Beast Form is a nice travel mechanism.
If the tools make it easy for you to make stat adjustments on this sort of thing, I'm totally overhauling werewolves and vampires to bring them more in line with the general scale of player tricks.
They need to just add a vision mode type thing, that lets you look at a person and see if they are plot/quest relevant. Some sort of aura that only you can see because you are the chosen one.
That way you can still kill them if you want.
Yeah or something at least.
I wanted to clean out Markath of all guards/hostiles after that quest bugged on me but can I? Newp. Can't bribe them. Can't take off the bounty. Can't go to jail. Just perma bounty forever.
Also they should have gotten rid of speech. I feel bad saying that but the fact is that it doesn't really serve a purpose right now except to 1. get you a bit more money, which is useless and 2. A couple of times pass a check, but you can just bribe them most of the time anyway. Since there is no real way to raise speech up by specializing in it or grinding it you can't really make a suave character who talks their way out of problems anyway, so I think it is just a legacy mechanic at this point.
I don't think it should be removed, I think it should be overhauled. It's useless in it's current implementation, but that could've easily been fixed by implementing a speech system like what you see in a game like Deus Ex.
Honestly the problem with vampire isn't the stat bonus, its 2 main things. 1. The regen stuff during day, just annoying. 2. It doesn't let you do anything new. Feeding is just a vaguely annoying chore, there are no new quests, no npcs, no story about it. It's just some ability modifiers and a couple of bad abilities.
Also they should have gotten rid of speech. I feel bad saying that but the fact is that it doesn't really serve a purpose right now except to 1. get you a bit more money, which is useless and 2. A couple of times pass a check, but you can just bribe them most of the time anyway. Since there is no real way to raise speech up by specializing in it or grinding it you can't really make a suave character who talks their way out of problems anyway, so I think it is just a legacy mechanic at this point.
I don't think it should be removed, I think it should be overhauled. It's useless in it's current implementation, but that could've easily been fixed by implementing a speech system like what you see in a game like Deus Ex.
The problem is how can I make a more speech oriented character with the skyrim skill system where the things you do you get better at? Opportunities to speech you way to solve a quest are so rare that even if you take all of them its not going to raise it much. It means that everyone ends up being about equal in speech, which means it doesn't differentiate characters at all. It is the same problem that athletics had before and why they removed it. If a skill is something everyone has at about equal level, it shouldn't be a skill.
Edit: For example look at the perks, if you grind 70 speech you can get double odds for intimidation. Who the hell are you not intimidating at that point? Or at 100 speech every merchant gains 1000 gold. First off that really makes no sense, but secondly if you go through the effort to get 100 speech you've reached the point in the game where money doesn't matter.
I wanted to clean out Markath of all guards/hostiles after that quest bugged on me but can I? Newp. Can't bribe them. Can't take off the bounty. Can't go to jail. Just perma bounty forever.
I had a similar problem with Riften; I tried to silently dispatch some Black Briar folks, but nope plot armor. So then they turn the town against me, and I had to load my latest save cuz otherwise the town would've been permanently broken.
That's not a reasonable solution to the problem of plot-important NPCs.
Also they should have gotten rid of speech. I feel bad saying that but the fact is that it doesn't really serve a purpose right now except to 1. get you a bit more money, which is useless and 2. A couple of times pass a check, but you can just bribe them most of the time anyway. Since there is no real way to raise speech up by specializing in it or grinding it you can't really make a suave character who talks their way out of problems anyway, so I think it is just a legacy mechanic at this point.
I miss Morrowind's Speechcraft, which you didn't need most times, but would serve to get you information a lot easier once you got someone's disposition up. A few tweaks to it to make it not completely broken through the use of 10 gold bribes and it'd have been pretty much perfect. Oblivion's wasn't too awful, but basically served as part of a "must get this NPC's disposition to 70+ to get a quest" gating.
- The Four Horsemen of the Apocalypse (2017, colorized)
The problem is how can I make a more speech oriented character with the skyrim skill system where the things you do you get better at? Opportunities to speech you way to solve a quest are so rare that even if you take all of them its not going to raise it much. It means that everyone ends up being about equal in speech, which means it doesn't differentiate characters at all. It is the same problem that athletics had before and why they removed it. If a skill is something everyone has at about equal level, it shouldn't be a skill.
Yeah, I completely agree, which is why I think it should be overhauled.
They could just remove it altogether, I guess, and I wouldn't miss it much - but I'd like to see an attempt to make a worthy social system for players to use who are into that sort of thing.
Right but then you could have at least paid your bounty or gone to jail, right?
I don't want to spoil the quest but essentially the bounty itself is part of the quest and since it didn't resolve? It doesn't go away and I have no way to make it go away.
The problem is how can I make a more speech oriented character with the skyrim skill system where the things you do you get better at? Opportunities to speech you way to solve a quest are so rare that even if you take all of them its not going to raise it much. It means that everyone ends up being about equal in speech, which means it doesn't differentiate characters at all. It is the same problem that athletics had before and why they removed it. If a skill is something everyone has at about equal level, it shouldn't be a skill.
Yeah, I completely agree, which is why I think it should be overhauled.
They could just remove it altogether, I guess, and I wouldn't miss it much - but I'd like to see an attempt to make a worthy social system for players to use who are into that sort of thing.
Here are the problems, first speech in Skyrim can do 2 things. 1. Get you money which is worthless and 2. Bypass content. That is it. You can use speech so that you don't have to do something else. You could make it so speech can get you access to content, but then people who don't have speech will randomly miss out on content. Next you can't really purposefully raise it. If I want to raise one handed, I equip a one handed weapon and just play. If I want to raise speech, I have to sell things which I was going to do anyway. This means that every character you create will be about as good at speech. In oblivion you could increase your relevant stat to differentiate characters in regard to speech, but you can't in skyrim. Third the game has level scaling, if you level scale speech to reward the people who have been training it, then the people who didn't will all the sudden not be able to pass speech checks. If you don't level scale it, then there can't really be a reward for getting 100 speech because no one will get that without purposefully grinding it so you will be making something for a tiny fraction of your players. If they just got rid of speech and instead of having speech checks in dialogue, just made it about picking the right dialogue option you wouldn't lose any flexibility.
They need to just add a vision mode type thing, that lets you look at a person and see if they are plot/quest relevant. Some sort of aura that only you can see because you are the chosen one.
That way you can still kill them if you want.
^ This ^
Or, honestly, I'd be happy with the old Morrowind set-up. It's not like it's a big deal to reload from your last quicksave if your most recent murder spree accidentally broke the main quest arc.
Edit: Also something better for vampirism, its just so lame now.
YES PLZ
Also Lycanthrope, though at least Beast Form is a nice travel mechanism.
If the tools make it easy for you to make stat adjustments on this sort of thing, I'm totally overhauling werewolves and vampires to bring them more in line with the general scale of player tricks.
I actually really enjoy Beast Form.
Did you know that if you hit Z while in Beast Form you roar causing all your enemies to flee in terror? Thus allowing you to laugh manically as you tear them all apart as they scream in fear.
I told a buddy of mine about that one. He'd been playing the game for nearly 90 hours and was a werewolf, but had no idea about the Roar.
A Capellan's favorite sheath for any blade is your back.
Speech should always be a convenience skill, allowing you to get more info for a quest easier. The problem with Speech in Skyrim is not necessarily the skill itself, but Bethsoft's quest writing. There should be many more opportunities for Speech to come into play on a larger variety of quests; both of the new Fallouts have speech checks littered everywhere, and many of them lead to cool things or optional missions, or unlock easier ways of doing something. Not enough Speech skill? No problem, just go about the quest the conventional, likely harder way.
Lots of Speech checks would encourage replays and improve replayability, I'd think.
- The Four Horsemen of the Apocalypse (2017, colorized)
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
I swear to god, the Skeevers in my game must have some sort of anti-Lycanthrope bonus because this is the second time I've contracted Ataxia while having a supposed 100% immunity to disease.
I wonder if a better option would have been to back persuade/intimidate/bribe into being perks for the speech skill. Maybe give a perk that would improve quest rewards. Or you could go all out and create quest paths for people invested in speech.
Speech should always be a convenience skill, allowing you to get more info for a quest easier. The problem with Speech in Skyrim is not necessarily the skill itself, but Bethsoft's quest writing. There should be many more opportunities for Speech to come into play on a larger variety of quests; both of the new Fallouts have speech checks littered everywhere, and many of them lead to cool things or optional missions, or unlock easier ways of doing something. Not enough Speech skill? No problem, just go about the quest the conventional, likely harder way.
Lots of Speech checks would encourage replays and improve replayability, I'd think.
There is still the problem there that everyones speech will be about the same. Most people will just take the speech option every time they have it, so they'll have the same speech. They could have changed the perks as well, but then they would just be "Your x is more effective" perks which are boring and I don't think should be in the game anyway.
Edit: The reason it works in Fallout is because you have to make the choice to put points into speech so its a tradeoff. In Skyrim the only skills that are tradeoffs with eachother are the combat skills, because if you are using one in combat you are not using all the others. All out of combat abilities just become a matter of how much you feel about grinding them which I think is boring.
Son of Edit: The problem with Speech, Enchanting, and Smithing is that all character types use them to about the same degree. My mage doesn't train up or benefit from heavy armor, and an orc bezerker type character isn't going to be training up destruction probably, but I still want to raise those three skills on both of them.
Anyone run into and solve the Blood on the Ice quest bug?
Specifically, I'm at the very last part where
I am to confront Calixto in the house Hjermir, or Mjernir, or Nerjmir, or whatever. As soon as I walk in, he freaks out and attacks. I return in kind, and knock his ass down to one knee while he begs for mercy. And then, nothing. Can't kill him, but the quest marker stays on him. I've walked around, checked everything else out... Nothin'.
I take it this means I'm not 1) finishing this quest until Bsoft releases a patch to unfuck this, as well as the numerous other issues; and 2) not getting a fancy new
Perhaps split speech into totally separate skills?
Intimidation, Politics, Charisma, aligning roughly to fighter, rogue, and mage types?
No, they already consolidated mercantile into it for skyrim. If you want to differentiate it , make it instead a check in dialogue based on some skill you have. So if you have good 1 handed score you can buddy up to some random fighter guy, while the alchemist has special dialogue if you have a good score in that. Intimidation could just be based around level or your highest offensive skill.
Posts
If you set 'killmoverandom to 100', it sets the killing blow animation to occur 100% of the time, assuming all of the conditions for it are met.
The conditions, as far as I can tell with some experimenting, are:
1) Enemy must be the only hostile entity in an area around you. Even if other hostile mobs aren't aggroed to you, their presence will prevent you from performing the kill move.
2) Enemy must be within twice the damage threshold of your weapon.
3) Enemy must not be surrendering. If they submit and you attack them, you get no kill animation; so you've got to wait for them to recover.
4) Enemy must be aggroed to you.
...Having messed around with it, it's pretty obvious that it was tacked-on at the very last moment in development. There are very, very few kill animations, and that's probably why the conditions for seeing them are so restrictive.
Kind of a shame, because without them the combat is about as unsatisfying as the combat in Oblivion.
I wasn't impressed personally. No sneak attack damage means no one shots which just isn't nearly as fun to me as sneaking around one shotting everything in the head with arrows.
I think my next one is gonna be sword/shield. Can't decide between heavy and light armor but probably light. I have enough issues with carry weight as it is.
...What weaponry are you using?
I've found my old Archer + Sneak combination to be completely untenable in Skyrim. Even the standard bandit mobs can usually take 2-3 hits, including the sneak attack shot, with my Imperial bow shooting Steel arrows.
I've almost resigned myself to just re-rolling a new character because I can only kill bigger threats or bosses by abusing some AI or terrain exploit.
Wait until you start getting higher in the Archery skill levels. 2-3 shots is all it takes for everything not a dragon once: 1) you find or craft a decent bow; and 2) your Archery skill is high and you throw some perks in there.
Edit: And for anyone keeping score, I finally managed to take down that dragon. But not really. He was caroming through the air like a crazed bat, and a lucky shot brought him down to zero health... But he still was flapping around, just now with a greyed-out name. Ah well. Invincible enemy. I'm really happy about the 1.2 patch. Really making my game run smoothly.
Once your sneak gets high enough enemies can't see you even after you hit them, meaning it doesn't matter how many arrows it takes.
Before then, you can hit and run. Tricky outdoors, though.
Smithing got me by on my Imperial bows but once I got an Elven bow, let alone a glass bow+ranged sneak attack damage increase? It was game over and that's before I could even upgrade those bows via smithing.
Now now, that's being a bit harsh
At least enemies react when you hit them now, and the camera moves when you swing your sword to give you some sense of heft and weight
Though yeah, there are a lot of things in the game that seem rather unfinished. Cooking, for example. And the economic system
That's what mods and DLC are for
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
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Yeah, the camera motion is nice, but I'm just not feeling this swordplay. I just alternate between M1 and M2, quaff pots as necessary, and it's me and a bunch of mobs doing swing animations with a bit of bloodspatter until somebody's red bar goes to 0.
And fuck all of this Goddamn plot armor. It's everywhere. Not quite as bad as Oblivion, but it's close.
Remember in Morrowind, when nobody had plot armor? You just got that message at the top of your screen:
"You just killed a plot-essential NPC. Congratulations, you're fucked."
Oh and one that makes immortal NPCs die if you "kill" them three or five times or something and disables the guard spawn.
Especially in Markath.
Stupid quest I broke
Edit: Also something better for vampirism, its just so lame now.
That way you can still kill them if you want.
It should let you reach through ice sheets.
There are some NPCs that absolutely need plot armor simply because them dying would break way too much of everything. It's surprisingly easy to just walk up to Ulfric and beat him to submission, for example, even with his guards.
Yeah but not everyone does, like Maven Black Briar, and the thieves guild, I want to kill them, but alas cannot.
^ This ^
Or, honestly, I'd be happy with the old Morrowind set-up. It's not like it's a big deal to reload from your last quicksave if your most recent murder spree accidentally broke the main quest arc.
YES PLZ
Also Lycanthrope, though at least Beast Form is a nice travel mechanism.
If the tools make it easy for you to make stat adjustments on this sort of thing, I'm totally overhauling werewolves and vampires to bring them more in line with the general scale of player tricks.
Yeah or something at least.
I wanted to clean out Markath of all guards/hostiles after that quest bugged on me but can I? Newp. Can't bribe them. Can't take off the bounty. Can't go to jail. Just perma bounty forever.
I don't think it should be removed, I think it should be overhauled. It's useless in it's current implementation, but that could've easily been fixed by implementing a speech system like what you see in a game like Deus Ex.
It's super frustrating.
Went from not crashing, to crashing every half-hour...
Edit: For example look at the perks, if you grind 70 speech you can get double odds for intimidation. Who the hell are you not intimidating at that point? Or at 100 speech every merchant gains 1000 gold. First off that really makes no sense, but secondly if you go through the effort to get 100 speech you've reached the point in the game where money doesn't matter.
I had a similar problem with Riften; I tried to silently dispatch some Black Briar folks, but nope plot armor. So then they turn the town against me, and I had to load my latest save cuz otherwise the town would've been permanently broken.
That's not a reasonable solution to the problem of plot-important NPCs.
I miss Morrowind's Speechcraft, which you didn't need most times, but would serve to get you information a lot easier once you got someone's disposition up. A few tweaks to it to make it not completely broken through the use of 10 gold bribes and it'd have been pretty much perfect. Oblivion's wasn't too awful, but basically served as part of a "must get this NPC's disposition to 70+ to get a quest" gating.
- The Four Horsemen of the Apocalypse (2017, colorized)
Yeah, I completely agree, which is why I think it should be overhauled.
They could just remove it altogether, I guess, and I wouldn't miss it much - but I'd like to see an attempt to make a worthy social system for players to use who are into that sort of thing.
I don't want to spoil the quest but essentially the bounty itself is part of the quest and since it didn't resolve? It doesn't go away and I have no way to make it go away.
I actually really enjoy Beast Form.
Did you know that if you hit Z while in Beast Form you roar causing all your enemies to flee in terror? Thus allowing you to laugh manically as you tear them all apart as they scream in fear.
I told a buddy of mine about that one. He'd been playing the game for nearly 90 hours and was a werewolf, but had no idea about the Roar.
Lots of Speech checks would encourage replays and improve replayability, I'd think.
- The Four Horsemen of the Apocalypse (2017, colorized)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Edit: The reason it works in Fallout is because you have to make the choice to put points into speech so its a tradeoff. In Skyrim the only skills that are tradeoffs with eachother are the combat skills, because if you are using one in combat you are not using all the others. All out of combat abilities just become a matter of how much you feel about grinding them which I think is boring.
Son of Edit: The problem with Speech, Enchanting, and Smithing is that all character types use them to about the same degree. My mage doesn't train up or benefit from heavy armor, and an orc bezerker type character isn't going to be training up destruction probably, but I still want to raise those three skills on both of them.
Specifically, I'm at the very last part where
I am to confront Calixto in the house Hjermir, or Mjernir, or Nerjmir, or whatever. As soon as I walk in, he freaks out and attacks. I return in kind, and knock his ass down to one knee while he begs for mercy. And then, nothing. Can't kill him, but the quest marker stays on him. I've walked around, checked everything else out... Nothin'.
I take it this means I'm not 1) finishing this quest until Bsoft releases a patch to unfuck this, as well as the numerous other issues; and 2) not getting a fancy new
Intimidation, Politics, Charisma, aligning roughly to fighter, rogue, and mage types?
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
I miss having a timer SOMEWHERE
There are two ways to handle frost dragons. The first is to be a Nord. The second is to go home, we don't want your kind here.